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Comparing deliantra/server/include/config.h (file contents):
Revision 1.60 by root, Fri Mar 26 01:04:44 2010 UTC vs.
Revision 1.68 by root, Sun Jan 29 02:47:04 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains various #defines that select various options. 25/* This file contains various #defines that select various options.
26 * Some may not be desirable, and some just may not work. 26 * Some may not be desirable, and some just may not work.
33 * 33 *
34 * prepare_weapon, improve_*: Allow characters to enchant their own 34 * prepare_weapon, improve_*: Allow characters to enchant their own
35 * weapons 35 * weapons
36 * ench_armour: Allow characters to enchant their armor. 36 * ench_armour: Allow characters to enchant their armor.
37 * 37 *
38 * In theory, most of the values here should just be defaults, and 38 * In theory, most of the values here should just be defaults, and
39 * everything here should just be selectable by different run time 39 * everything here should just be selectable by different run time
40 * flags However, for some things, that would just be too messy. 40 * flags However, for some things, that would just be too messy.
41 */ 41 */
42 42
43/* There are 4 main sections to this file- 43/* There are 4 main sections to this file-
93 * The BALSL_.. values control this behaviour. 93 * The BALSL_.. values control this behaviour.
94 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. 94 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
95 * the character level is divided by that value, and that is how many 95 * the character level is divided by that value, and that is how many
96 * stats are lost. 96 * stats are lost.
97 * 97 *
98 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat - 98 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
99 * basically, level/max_loss_ratio is the most a stat can be depleted. 99 * basically, level/max_loss_ratio is the most a stat can be depleted.
100 * 100 *
101 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted. 101 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
102 * The chance not to lose a stat is 102 * The chance not to lose a stat is
103 * depleteness^2 / (depletedness^2+ level/ratio). 103 * depleteness^2 / (depletedness^2+ level/ratio).
104 * ie, if the stats current depleted value is 2 and the character is level 104 * ie, if the stats current depleted value is 2 and the character is level
105 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the 105 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
106 * level, the more likely it is a stat can get really depleted, but 106 * level, the more likely it is a stat can get really depleted, but
107 * this gets more offset as the stat gets more depleted. 107 * this gets more offset as the stat gets more depleted.
108 * 108 *
109 */ 109 */
110/* GD */ 110/* GD */
111 111
112#define BALSL_LOSS_CHANCE_RATIO 100 112#define BALSL_LOSS_CHANCE_RATIO 100
113#define BALSL_NUMBER_LOSSES_RATIO 100 113#define BALSL_NUMBER_LOSSES_RATIO 100
115 115
116 116
117/* Don't edit these values. They are configured in lib/settings. These are 117/* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */ 118 Simply the defaults. */
119 119
120#define BALANCED_STAT_LOSS FALSE 120#define BALANCED_STAT_LOSS TRUE
121#define PERMANENT_EXPERIENCE_RATIO 25 121#define PERMANENT_EXPERIENCE_RATIO 30
122#define DEATH_PENALTY_RATIO 20 122#define DEATH_PENALTY_RATIO 10
123#define DEATH_PENALTY_LEVEL 3 123#define DEATH_PENALTY_LEVEL 2
124#define SET_TITLE TRUE 124#define SET_TITLE TRUE
125#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
126#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
127#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE FALSE
128#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
129#define RESURRECTION FALSE 129#define RESURRECTION FALSE
130#define SEARCH_ITEMS TRUE 130#define SEARCH_ITEMS TRUE
131#define NOT_PERMADETH TRUE 131#define NOT_PERMADETH TRUE
132#define EXPLORE_MODE FALSE
133#define STAT_LOSS_ON_DEATH FALSE 132#define STAT_LOSS_ON_DEATH FALSE
134#define PK_LUCK_PENALTY 1 133#define PK_LUCK_PENALTY 0
135#define SET_FRIENDLY_FIRE 5 134#define SET_FRIENDLY_FIRE 0
136#define ARMOR_MAX_ENCHANT 5 135#define ARMOR_MAX_ENCHANT 5
137#define ARMOR_WEIGHT_REDUCTION 10 136#define ARMOR_WEIGHT_REDUCTION 10
138#define ARMOR_WEIGHT_LINEAR TRUE 137#define ARMOR_WEIGHT_LINEAR TRUE
139#define ARMOR_SPEED_IMPROVEMENT 10 138#define ARMOR_SPEED_IMPROVEMENT 10
140#define ARMOR_SPEED_LINEAR TRUE 139#define ARMOR_SPEED_LINEAR TRUE
216 */ 215 */
217#define PARTY_KILL_LOG 40 216#define PARTY_KILL_LOG 40
218 217
219/* 218/*
220 * The PERM_EXP values adjust the behaviour of permenent experience. - if 219 * The PERM_EXP values adjust the behaviour of permenent experience. - if
221 * the setting permanent_experience_percentage is zero, these values have 220 * the setting permanent_experience_percentage is zero, these values have
222 * no meaning. The value in the settings file is the percentage of the 221 * no meaning. The value in the settings file is the percentage of the
223 * experience that is permenent, the rest could be lost on death. When dying, 222 * experience that is permenent, the rest could be lost on death. When dying,
224 * the greatest amount of non-permenent exp it is possible to lose at one time 223 * the greatest amount of non-permenent exp it is possible to lose at one time
225 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as 224 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
226 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced 225 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
227 * experience goes to the permanent value. This does not detract from total 226 * experience goes to the permanent value. This does not detract from total
228 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and 227 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
229 * 10 to the permanent value). 228 * 10 to the permanent value).
230 * 229 *
231 * A few thoughts on these default value (by MSW) 230 * A few thoughts on these default value (by MSW)
232 * gain ratio is pretty much meaningless until exp has been lost, as until 231 * gain ratio is pretty much meaningless until exp has been lost, as until
233 * that poin, the value in the settings file will be used. 232 * that poin, the value in the settings file will be used.
234 * It is also impossible for the exp to actually be reduced to the permanent 233 * It is also impossible for the exp to actually be reduced to the permanent
249 * do not change gameplay as percieved by players much. Some options 248 * do not change gameplay as percieved by players much. Some options
250 * may affect memory consumption however. 249 * may affect memory consumption however.
251 * 250 *
252 * Values: 251 * Values:
253 * 252 *
254 * CSPORT - port to use for new client/server
255 * DMFILE - file with dm/wizard access lists 253 * DMFILE - file with dm/wizard access lists
256 * LOGFILE - where to log if using -daemon option 254 * LOGFILE - where to log if using -daemon option
257 * MAP_ - various map timeout and swapping parameters 255 * MAP_ - various map timeout and swapping parameters
258 * MAX_OBJECTS - how many objects to keep in memory. 256 * MAX_OBJECTS - how many objects to keep in memory.
259 * MAX_OBJECTS_LWM - only swap maps out if below that value 257 * MAX_OBJECTS_LWM - only swap maps out if below that value
264 * TMPDIR - directory to use for temp files 262 * TMPDIR - directory to use for temp files
265 * UNIQUE_DIR - directory to put unique item files into 263 * UNIQUE_DIR - directory to put unique item files into
266 *********************************************************************** 264 ***********************************************************************
267 */ 265 */
268 266
269/* CSPORT is the port used for the new client/server code. Change
270 * if desired. Only of relevance if ERIC_SERVER is set above
271 */
272#define CSPORT 13327 /* old port + 1 */
273
274/* 267/*
275 * DMFILE 268 * DMFILE
276 * A file containing valid names that can be dm, one on each line. See 269 * A file containing valid names that can be dm, one on each line. See
277 * example dm_file for syntax help. 270 * example dm_file for syntax help.
278 */ 271 */
308 * storing backlogged messages for the client. This is not operating system 301 * storing backlogged messages for the client. This is not operating system
309 * buffers or the like. This amount is used per connection (client). 302 * buffers or the like. This amount is used per connection (client).
310 * This buffer is in addition to OS buffers, so it may not need to be very 303 * This buffer is in addition to OS buffers, so it may not need to be very
311 * large. When the OS buffer and this buffer is exhausted, the server 304 * large. When the OS buffer and this buffer is exhausted, the server
312 * will drop the client connection for falling too far behind. So if 305 * will drop the client connection for falling too far behind. So if
313 * you have very slow client connections, a larger value may be 306 * you have very slow client connections, a larger value may be
314 * warranted. 307 * warranted.
315 */ 308 */
316#define SOCKETBUFSIZE 256*1024 309#define SOCKETBUFSIZE 256*1024
317 310
318/* 311/*
319 * Your tmp-directory should be large enough to hold the uncompressed 312 * Your tmp-directory should be large enough to hold the uncompressed
320 * map-files for all who are playing. Local to 'lib' directory. 313 * map-files for all who are playing. Local to 'lib' directory.
321 */ 314 */
322#define TMPDIR "tmp" 315#define TMPDIR "tmp"
323 316
324/* Directory to use for unique items. This is placed into the 'lib' 317/* Directory to use for unique items. This is placed into the 'lib'
325 * directory. Changing this will cause any old unique items file 318 * directory. Changing this will cause any old unique items file
326 * not to be used. 319 * not to be used.
327 */ 320 */
328#define UNIQUE_DIR "unique-items" 321#define UNIQUE_DIR "unique-items"
329 322
330/* 323/*
331 * These defines tells where, relative to LIBDIR, the maps, the map-index, 324 * These defines tells where, relative to LIBDIR, the maps, the map-index,
332 * archetypes highscore and treaures files and directories can be found. 325 * archetypes highscore and treaures files and directories can be found.
333 */ 326 */
334
335#define MAPDIR "maps" 327#define MAPDIR "maps"
336#define ARCHETYPES "archetypes"
337#define REGIONS "regions"
338#define TREASURES "treasures"
339 328
340#define MAXSTRING 20 329#define MAXSTRING 20
341 330
342#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 331#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
343 332

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